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Monster Design - Dynamesh Question

Hey guys,
First post here. Wanted to ask a question on Dynamesh and when to use/not to use. I am starting to create this monster guy and posed the hand into a fist (seen below in the image). I want to Dynamesh to get a better flow when sculpting as the topology is a little messy in the hands. I have tried zRemesher but I feel I need a little more geometry.

My questions is, can I Dynamesh the model, keep the details it has but stop the fingers from merging on the hand? Is this not possible or is there a good way around it?

Any tips/tricks etc would be greatly appreciated.

Also, as it’s my first time posting here I apologise if this is posted in the wrong section. I couldn’t see a questions sub forum for modeling queries etc. If I have posted this in the wrong area, then would someone be kind enough to re-direct me to the correct area to post in for questions like this.

Cheers
-Al

Attachments

monster001.jpg

Duplicate your mesh.
Use Zremesher on one of them. 25k or so should be fine I think.
Now use subD levels on this mesh to get the detail level you want and keep good topology for sculpting.

There isn’t a way to do what you want with dynamesh. It is made for blocking out forms. It really isn’t made to be used as an end point…but it can be, you just have to work around the limitations of only accepting Volumes.

Duplicate your mesh.
Use Zremesher on one of them. 25k or so should be fine I think.
Now use subD levels on this mesh to get the detail level you want and keep good topology for sculpting.

There isn’t a way to do what you want with dynamesh. It is made for blocking out forms. It really isn’t made to be used as an end point…but it can be, you just have to work around the limitations of only accepting Volumes.

Thanks for your reply beta. Sorry if I’m being a bit dense but what do you mean by “Only accepting Volumes”?

I have actually already zRemeshed the model as is. I think what I might have to do is use the polypaint feature to give myself more polys round the hands than the rest of the body.

I just wondered what the best practice would be when doing a fist. It seems like building the forms with the hand in a relaxed position may be made redundant if you end up reposing the hand to a fist and thus having to re-shape those forms to get the look of a clenched fist. Does that make sense? Guess it’s just one of those trade off’s.

Myself, I’d start with a ZSphere armature/adaptive skin. Although we have Dynamesh, I rarely use it unless I need to weld or subtract stuff.

Cheers for the reply Doug.

Even if I started with zSpheres would the topology not be still pretty messy once I used the adaptive skin? I guess for posing/re-posingg it makes it much easier but I feel I’d still be where I’m at now.
I’ve given the zRemesh density a try and that seemed to help but the topology is still pinching in some areas. I guess as I said before, it’s just gonna have to be a re-work job once the hand is posed properly.

Cheers for the input lads :slight_smile: